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Releases: Raytwo/Cobalt

Version v1.6.0

19 Apr 16:42
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New feature(s)

  • Added support for network based logging on console. Use the following executable to connect to your Switch before or after the game is running.
  • Double the size of supported AssetTable conditions to prevent the dreaded blockman.
    image

Version v1.5.0

19 Mar 21:29
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New feature(s)

Added new event for plugin developers:

ProcInstJump

Notifies the listener when a ProcInst tries to jump to a label

Argument(s):
proc: &'static ProcInst
label: i32

Version v1.4.1

26 Feb 21:20
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Improvement(s)

  • Users trying to run Cobalt on a game version lower than 2.0.0 will be notified instead of outright crashing.

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Version v1.4.0

07 Feb 16:09
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New feature(s)

Added support for new Lua commands:

HasPurchasedSeasonPass

Returns a boolean to check if the player owns the season pass

Argument(s):
None

Example:

-- Check if the player has the purchased the Season Pass.
local result = HasPurchasedSeasonPass()

if result == true then
    Log("Owns season pass")
else
    Log("Does not own season pass")
end

Version v1.3.1

28 Jan 21:25
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Bugfix(es)

  • Fix an issue with file addition that caused issues with bundles of the Sprite and Texture2D kind (levelup thumbface, loading icons, ...).
  • Remove trilinear filtering on replaced job sprites.

Version v1.3.0

28 Jan 20:31
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CHANGE:

  • If you downloaded the update prior to this message, please redownload it, as the job icons were also filtered by accident.

Improvement(s)

  • Every runtime sprite replacement will now perform trilinear filtering, which will make them smoother to look at.

New feature(s)

  • Load new bond ring face sprites from /patches/icon/face/.
    Dimensions (in pixels): 300x300

image

Note

  • Files are expected to be in PNG format and use the same naming convention as inside of the SpriteAtlas.
  • Trilinear filtering has not been applied on those, as I think they're never downscaled. Should I be mistaken, a later update will address this.

Version v1.2.0

27 Jan 19:46
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Bugfix(es)

  • Crashing should not happen anymore if opening the skill inheritance on the Sortie with all your units being deployed.

Improvement(s)

  • Forge is not accessible from the Sortie anymore until unlocked through story progression.
  • Various improvements for file addition, meaning more files should be supported without an update.
  • Background changes to allow for custom maps.

image

New feature(s)

  • Load new facethumb sprites from /patches/icon/facethumb/unit/, /patches/icon/facethumb/emblem/, /patches/icon/facethumb/bond/.
    Dimensions (in pixels): 188x74

Note

Files are expected to be in PNG format and use the same naming convention as inside of the SpriteAtlas.

Version v1.1.1

26 Dec 15:48
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Bugfix(es)

  • Perform some internal changes for plugins.

Version v1.1.0

18 Dec 15:31
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New Feature(s)

  • Global settings button has been added to the Cobalt menu. Settings that apply beyond the scope of a loaded game will be found there from now on (such as the Skip Opening Cutscene setting).
  • (For plugin devs) New API to register settings to the previously mentioned Global settings menu.
  • (For plugin devs) Event system has been added to listen for things happening in the game or Cobalt, such as a savefile being loaded. More information and example(s) to come in the plugin hub soon.

Improvement(s)

  • Support file addition for .xml files (such as dispos).

Bugfix(es)

  • Properly display item sprites in some menus where they'd display a white square instead (by @Tildehat).

Change(s)

  • Skip Opening Cutscenes has been moved to the Global settings menu.

Version v1.0.0

18 Nov 21:36
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Changelog

New Feature(s)

  • Plugins can now be used for code modding! Head over to the Wiki page for instructions and some rules surrounding distributing them.

Improvement(s)

  • More strings are localized.

Note

You may have noticed this is actually version 1.0.0 of Cobalt, which makes it the first release considered "stable"!

Now let's not pretend, Cobalt is far from being considered finished and stable, but I feel like we reached a point where it can be said that most of the core features are present and (for the most part) functioning.

Part of why I chose to make this specific release the 1.0.0 one is because I've been noticing a lack of ambition from the community and decided that if people are going to stick to XML edits, I might as well focus on making mods I'd like to see happen myself.
This essentially means that from now on, we'll be slowing down a bit on the quality-of-life changes and polishing.

You may also have noticed that the frequency of updates so far has been quite high (this is actually the 69th Cobalt release, which is nice) and this means having to choose between working for the community or working for ourselves, and sadly, the first choice hasn't quite paid off like I wanted it to.

Both @DogeThis and I (@Raytwo) will still be around and working on Cobalt on-and-off, adding features when we feel like it and fixing nasty bugs, but it'll be less proactive for my part.

Despite these pretty negative declarations, I do have a roadmap for Cobalt and features in the short and long term, which I'll probably share soon-ish in a Discussions post when ready. Feel free to drop some feedback when the time comes.

As usual, remember that the Wiki is editable by anyone and can always use some polish to make modding more accessible to newcomers.

We are also looking for help with localizing Cobalt in other languages than English for those who feel like giving a hand on a small task.

Finally, the community is slowly moving to a new Discord server with less chitchat and more modding talk so if you'd like to discuss with the Cobalt team or ask questions, feel free to join!

See you around, and thanks for using Cobalt.